Use specularmap as glossiness map.
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cafc07680a
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79c6424703
@ -1,6 +1,9 @@
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uniform sampler2D tex;
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#if __VERSION__ >= 130
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in vec3 nor;
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out vec2 EncodedNormal;
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in vec2 uv;
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out vec3 EncodedNormal;
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#else
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varying vec3 nor;
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#define EncodedNormal gl_FragColor.xy
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@ -10,5 +13,7 @@ vec2 EncodeNormal(vec3 n);
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void main(void)
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{
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EncodedNormal = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
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vec4 col = texture(tex, uv);
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EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
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EncodedNormal.z = exp2(10. * (1. - col.a) + 1.);
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}
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@ -13,6 +13,6 @@ vec3 getLightFactor(float specMapValue);
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void main(void)
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{
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vec4 color = texture(Albedo, uv);
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vec3 LightFactor = getLightFactor(1. - color.a);
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(color.xyz * LightFactor, 1.);
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}
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@ -3,7 +3,7 @@ uniform sampler2D tex;
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#if __VERSION__ >= 130
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in vec3 nor;
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in vec2 uv;
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out vec2 EncodedNormal;
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out vec3 EncodedNormal;
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#else
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varying vec3 nor;
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varying vec2 uv;
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@ -16,6 +16,7 @@ void main() {
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vec4 col = texture(tex, uv);
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if (col.a < 0.5)
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discard;
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EncodedNormal = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
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EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
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EncodedNormal.z = 1.;
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}
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@ -19,7 +19,7 @@ void main()
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vec2 texc = gl_FragCoord.xy / screen;
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float z = texture(dtex, texc).x;
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.));
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//float roughness = texture(ntex, texc).z;
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float roughness = texture(ntex, texc).z;
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vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
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xpos = invproj * xpos;
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@ -41,7 +41,8 @@ void main()
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float NdotL = max(0., dot(norm, L));
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float NdotH = max(0., dot(norm, H));
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float normalisationFactor = (roughness + 2.) / 8.;
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Diffuse = vec4(NdotL * light_col * att, 1.);
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Specular = vec4(pow(NdotH, spec) * light_col * NdotL * spec_att, 1.);
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Specular = vec4(pow(NdotH, roughness) * light_col * NdotL * spec_att * normalisationFactor, 1.);
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}
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@ -36,6 +36,7 @@ void main() {
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}
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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float roughness = texture(ntex, uv).z;
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vec3 eyedir = -normalize(xpos.xyz);
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// Normalized on the cpu
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@ -46,7 +47,8 @@ void main() {
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float NdotL = max(0., dot(norm, L));
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float NdotH = max(0., dot(norm, H));
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float Specular = pow(NdotH, 200) * NdotL;
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float normalisationFactor = (roughness + 2.) / 8.;
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float Specular = pow(NdotH, roughness) * NdotL * normalisationFactor;
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vec3 outcol = NdotL * col;
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@ -64,6 +64,7 @@ void main() {
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xpos.xyz /= xpos.w;
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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float roughness =texture(ntex, uv).z;
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vec3 eyedir = -normalize(xpos.xyz);
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// Normalized on the cpu
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@ -74,7 +75,9 @@ void main() {
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float NdotL = max(0., dot(norm, L));
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float NdotH = max(0., dot(norm, H));
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float Specular = pow(NdotH, 200) * NdotL;
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float normalisationFactor = (roughness + 2.) / 8.;
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float Specular = pow(NdotH, roughness) * NdotL * normalisationFactor;
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vec3 outcol = NdotL * col;
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@ -84,7 +84,7 @@ RTT::RTT()
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RenderTargetTextures[RTT_TMP2] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_TMP3] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_TMP4] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
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RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RG16F, GL_RG, GL_FLOAT);
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RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RGB16F, GL_RGB, GL_FLOAT);
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RenderTargetTextures[RTT_COLOR] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE);
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RenderTargetTextures[RTT_LOG_LUMINANCE] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
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@ -395,8 +395,10 @@ namespace MeshShader
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GLuint ObjectPass1Shader::Program;
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GLuint ObjectPass1Shader::attrib_position;
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GLuint ObjectPass1Shader::attrib_normal;
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GLuint ObjectPass1Shader::attrib_texcoord;
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GLuint ObjectPass1Shader::uniform_MVP;
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GLuint ObjectPass1Shader::uniform_TIMV;
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GLuint ObjectPass1Shader::uniform_tex;
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void ObjectPass1Shader::init()
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{
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@ -406,14 +408,17 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView");
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uniform_tex = glGetUniformLocation(Program, "tex");
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}
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void ObjectPass1Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
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void ObjectPass1Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_tex)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer());
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glUniform1i(uniform_tex, TU_tex);
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}
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GLuint ObjectRefPass1Shader::Program;
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@ -37,11 +37,11 @@ class ObjectPass1Shader
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{
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public:
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static GLuint Program;
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static GLuint attrib_position, attrib_normal;
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static GLuint uniform_MVP, uniform_TIMV;
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static GLuint attrib_position, attrib_texcoord, attrib_normal;
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static GLuint uniform_MVP, uniform_TIMV, uniform_tex;
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static void init();
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView);
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_tex);
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};
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class ObjectRefPass1Shader
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@ -225,7 +225,8 @@ void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjecti
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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MeshShader::ObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView);
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setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::ObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
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assert(mesh.vao_first_pass);
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glBindVertexArray(mesh.vao_first_pass);
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@ -743,7 +744,7 @@ void initvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedM
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{
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case FPSM_DEFAULT:
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::ObjectPass1Shader::attrib_position, -1, -1, MeshShader::ObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
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MeshShader::ObjectPass1Shader::attrib_position, MeshShader::ObjectPass1Shader::attrib_texcoord, -1, MeshShader::ObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
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break;
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case FPSM_ALPHA_REF_TEXTURE:
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